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stat composition, hunger and happiness","statement":"Citizen hunger and happiness contribute to named modifier fields; the final stat calculation adds multiplier contributions to one before multiplying the combined base and bonuses.","status":"operative-rule","language":"en","fields":{"aggregates":{"A":"sum(Additive)","AM":"1 + sum(AdditiveMultiplier)","BM":"sum(BaseMultiplier)","BonusM":"1 + sum(BonusMultiplier)","M":"1 + sum(Multiplier)"},"applicationOrder":["reset modifiers","building modifiers","refresh town auras when a town resolves","citizen auras","global citizen auras","hunger modifiers","happiness modifiers from the then-calculated happiness"],"happinessMultiplierContribution":{"atLeastOne":"Lerp(0.03f, 3f, h / 100f)","fromZeroBelowOne":0,"negative":"Lerp(-0.02f, -0.99f, -h / 100f)"},"hungerBrackets":[{"condition":"h >= 1","efficiencyMultiplier":-1,"happinessAdditive":-10,"loyaltyGainAdditive":-1},{"condition":"h > 0.75","efficiencyMultiplier":-0.75,"happinessAdditive":-8,"loyaltyGainAdditive":-0.75},{"condition":"h > 0.5","efficiencyMultiplier":-0.5,"happinessAdditive":-6,"loyaltyGainAdditive":-0.5},{"condition":"h > 0.25","efficiencyMultiplier":-0.25,"happinessAdditive":-4,"loyaltyGainAdditive":-0.15},{"condition":"h > 0.1","efficiencyMultiplier":-0.1,"happinessAdditive":-2,"loyaltyGainAdditive":-0.05},{"condition":"h > 0.05","efficiencyMultiplier":-0.05,"happinessAdditive":-1,"loyaltyGainAdditive":0}],"statFormula":"clamp((BaseValue + (A * AM + BaseValue * BM) * BonusM) * M, MinValue, MaxValue)"},"conditions":["Choose one hunger bracket in descending order; at or below 0.05 there is no hunger modifier. The loyalty field is an Additive contribution to Citizen_LoyaltyGain, not a subtraction from stored loyalty.","Both happiness branches affect Citizen_Efficiency and Citizen_Expertise. Their Lerp input is not independently clamped by CitizenHelper.","An efficiency Multiplier contribution of -0.5 reduces the aggregate M by 0.5; it does not multiply efficiency by negative one half.","Stat.Recalculate uses native binary32 operation order, then MathF.Max(MathF.Min(MaxValue, y), MinValue). Bounds and the initial base come from native StatDescription.","Adding building stats copies their modifiers, not an arbitrary replacement of the citizen's base value.","StatsBaseMethods.Get creates a missing stat using its native description default. It is not equivalent to an unknown value of zero."],"unknowns":["The citizen's base description, aura rows, building/town/global modifiers and current hunger are required for a numeric result.","Current aura state and effective stat totals are player-state inputs. Unknown values must remain 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